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by dougeff
Sun Aug 07, 2022 12:54 pm
Forum: SNESdev
Topic: Any of your homebrew SNES games/gameplay demos I can try?
Replies: 12
Views: 534

Re: Any of your homebrew SNES games/gameplay demos I can try?

https://snescentral.com/homebrew.php

Does anyone have links to the old demo scene ROMs?

by Anthrox and some other guys
by dougeff
Wed Aug 03, 2022 4:10 pm
Forum: SNESdev
Topic: Two simultaneous mode 7 textures?
Replies: 39
Views: 1270

Re: Two simultaneous mode 7 textures?

He actually put the hack build tools and source code on github. weird. This is actually a complete source code for building Star Fox, which is amazing. https://github.com/Sunlitspace542/ultrastarfox How? No emulator would allow I don't know enough about emulating SuperFX to know if the FastROM mod i...
by dougeff
Wed Aug 03, 2022 1:46 pm
Forum: SNESdev
Topic: Two simultaneous mode 7 textures?
Replies: 39
Views: 1270

Re: Two simultaenous mode 7 textures?

Vitor Vilela made a version with a smaller view screen that ran faster too. I thought that was still a WIP. Is there a link to a video or the ROM to try out? Try this one by Sunlitspace542. FastROM + GSU2 https://www.romhacking.net/hacks/6402/ https://youtu.be/y6RoiwXd4R8 It appears to run at 20 fp...
by dougeff
Wed Aug 03, 2022 12:32 pm
Forum: SNESdev
Topic: Two simultaneous mode 7 textures?
Replies: 39
Views: 1270

Re: Two simultaenous mode 7 textures?

I believe that Star Fox could have run at 30 fps if it used the (twice as fast) GSU2 chip (that Doom used) instead of the GSU1. (Correct me if I'm wrong) Vitor Vilela made a version with a smaller view screen that ran faster too. (sorry, I'm getting off topic, probably should start another thread if...
by dougeff
Wed Aug 03, 2022 11:34 am
Forum: SNESdev
Topic: Two simultaneous mode 7 textures?
Replies: 39
Views: 1270

Re: Two simultaenous mode 7 textures?

Definitely yes. Good find.
by dougeff
Wed Aug 03, 2022 11:06 am
Forum: SNESdev
Topic: Two simultaneous mode 7 textures?
Replies: 39
Views: 1270

Re: Two simultaenous mode 7 textures?

I think that ideas like this will guarantee that your project will never get completed. Can it be done? Yes. If you hire a team of top level programmers to work round the clock for a year. It can be done. Sure. But, no offense, if such a team existed, they would probably go off on their own and make...
by dougeff
Wed Aug 03, 2022 10:20 am
Forum: SNESdev
Topic: Two simultaneous mode 7 textures?
Replies: 39
Views: 1270

Re: Two simultaenous mode 7 textures?

FF6 - color math addition at the horizon (sorry for the blurry image)

A little more subtle.
by dougeff
Wed Aug 03, 2022 10:01 am
Forum: SNESdev
Topic: Two simultaneous mode 7 textures?
Replies: 39
Views: 1270

Re: Two simultaenous mode 7 textures?

I think the clouds are probably Mode 1

This is just an example of a color math technique
by dougeff
Wed Aug 03, 2022 9:54 am
Forum: SNESdev
Topic: Two simultaneous mode 7 textures?
Replies: 39
Views: 1270

Re: Two simultaenous mode 7 textures?

This is a bit extreme example, color math subtraction, for a dark horizon.

Demon's Crest
by dougeff
Wed Aug 03, 2022 9:46 am
Forum: SNESdev
Topic: Two simultaneous mode 7 textures?
Replies: 39
Views: 1270

Re: Two simultaenous mode 7 textures?

One option nobody mentioned. Color math at the horizon to blur the far areas. Besides aesthetics, this would also slightly reduce the amount of tilemap visible, making it easier to do a split like this.

Let me see if I can find an example...
by dougeff
Wed Aug 03, 2022 5:29 am
Forum: SNESdev
Topic: Two simultaneous mode 7 textures?
Replies: 39
Views: 1270

Re: Two simultaenous mode 7 textures?

Mode 7 is, by far, the most complicated thing to program well. Zooming in and out is very easy but perspective views with arbitrary rotation is amazingly complex. The standard way of doing sky is to use mode 1 for half the screen, mode 7 for the floor. Since you are planning a flying, horizontal scr...
by dougeff
Mon Aug 01, 2022 7:45 pm
Forum: SNESdev
Topic: Does one colour ALWAYS have to be transparent?
Replies: 19
Views: 1321

Re: Does one colour ALWAYS have to be transparent?

(Re: requirements to post in SNESdev) Nah. That's "gatekeeping" and SNESdev is already such a small community that I wouldn't put up any barriers. Things I want to talk about on SNESdev -SNESdev -Other retro consoles and how they relate to SNESdev Things I don't want to talk about on SNESd...
by dougeff
Mon Aug 01, 2022 1:59 pm
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 119
Views: 4381

Re: Regarding SNES' object limitations

Super Ghouls & Ghosts has a fastROM patch that fixes slowdown.

https://youtu.be/siwZTorWw2E
by dougeff
Mon Aug 01, 2022 10:42 am
Forum: SNESdev
Topic: So, regarding the sprites per scanline . . .
Replies: 60
Views: 2208

Re: So, regarding the sprites per scanline . . .

Turtles in Time (and other similar beat em up side scrolling games) would be better if you rotated the entire TV 90° and the rotated the game play to match. Then the sprites would be arranged in a vertical strip (according to the SNES PPU) and you wouldn't get sprite limit drop out. If you think tha...
by dougeff
Mon Aug 01, 2022 6:46 am
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 119
Views: 4381

Re: Regarding SNES' object limitations

I see, there are 2 versions here. Sa1 and FastROM.

FastROM is stock SNES. Yes.